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Game-based Analysis of Denial-of- Service Prevention Protocols Ajay Mahimkar Class Project: CS 395T

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Page 1: Game-based Analysis of Denial-of-Service Prevention Protocolsshmat/courses/cs395t_fall04/mahimkar_dos.pdfDefense Mechanisms (1) Victim-end Most existing intrusion detection systems

Game-based Analysis of Denial-of-Service Prevention Protocols

Ajay MahimkarClass Project: CS 395T

Page 2: Game-based Analysis of Denial-of-Service Prevention Protocolsshmat/courses/cs395t_fall04/mahimkar_dos.pdfDefense Mechanisms (1) Victim-end Most existing intrusion detection systems

Overview

Introduction to DDoS AttacksCurrent DDoS Defense StrategiesClient Puzzle Protocols for DoS PreventionDistributed ApproachGame-based Verification using MOCHAConclusions and future work

Page 3: Game-based Analysis of Denial-of-Service Prevention Protocolsshmat/courses/cs395t_fall04/mahimkar_dos.pdfDefense Mechanisms (1) Victim-end Most existing intrusion detection systems

DDoS Attacks

What is a Denial-of-Service Attack?Degrade the service quality or completely disable the target service by overloading critical resources of the target system or by exploiting software bugs

What is a Distributed Denial-of-Service Attack?The objective is the same with DoS attacks but is accomplished by a set of compromised hosts distributed over the Internet

Page 4: Game-based Analysis of Denial-of-Service Prevention Protocolsshmat/courses/cs395t_fall04/mahimkar_dos.pdfDefense Mechanisms (1) Victim-end Most existing intrusion detection systems

Defense Mechanisms (1)

Victim-endMost existing intrusion detection systems and DDoS detection systems fall in this categoryUsed to protect a set of hosts from being attackedAdvantages

DDoS attacks are easily detected due to aggregate of huge traffic volume

DisadvantagesAttack flows can still incur congestion along the attack path

Filtering of attack flows using IP Traceback

Page 5: Game-based Analysis of Denial-of-Service Prevention Protocolsshmat/courses/cs395t_fall04/mahimkar_dos.pdfDefense Mechanisms (1) Victim-end Most existing intrusion detection systems

Defense Mechanisms (2)

Intermediate NetworkRouters identify attack packet characteristics, send messages to upstream routers to limit traffic rateAttack packets filtered by Internet core routersAdvantages

Effectiveness of filtering improved

DisadvantagesInternet-wide authentication framework is required

ExamplePush-back Mechanism

Page 6: Game-based Analysis of Denial-of-Service Prevention Protocolsshmat/courses/cs395t_fall04/mahimkar_dos.pdfDefense Mechanisms (1) Victim-end Most existing intrusion detection systems

Push-back Mechanism

R2

R0

R1 R3

R7

R6

R5R4

Attack traffic

Heavy traffic flow

Push-back messages

●Challenge – attack/legitimate packet differentiation

Attack traffic

Legitimate traffic

Legitimate traffic Legitimate traffic

Page 7: Game-based Analysis of Denial-of-Service Prevention Protocolsshmat/courses/cs395t_fall04/mahimkar_dos.pdfDefense Mechanisms (1) Victim-end Most existing intrusion detection systems

Defense Mechanisms (3)

Source-endAttack packets dropped at sourcesPrevents attack traffic from entering the InternetAdvantages

Effectiveness of packet filter is the bestDisadvantages

It is very hard to identify DDoS attack flows at sources since the traffic is not so aggregateRequires support of all edge routers

Page 8: Game-based Analysis of Denial-of-Service Prevention Protocolsshmat/courses/cs395t_fall04/mahimkar_dos.pdfDefense Mechanisms (1) Victim-end Most existing intrusion detection systems

Problems

In DDoS Attack Mitigation techniques, filters do not accurately differentiate legitimate and attack traffic

Mechanisms like IP Traceback, Push-back could drop legitimate trafficDropping legitimate traffic serves the purpose of the attacker

Question is How to differentiate legitimate and attack traffic behavior?Solution

Use Client Puzzles

Page 9: Game-based Analysis of Denial-of-Service Prevention Protocolsshmat/courses/cs395t_fall04/mahimkar_dos.pdfDefense Mechanisms (1) Victim-end Most existing intrusion detection systems

Client Puzzles

Force each client to solve a cryptographic puzzle for each request before server commits its resources

In other words, “Make client commit its resources before receiving resource”

Client puzzles defends against Distributed DoS attacks

Study shows that existing DDoS tools are carefully designed not to disrupt the zombie computers, so as to avoid alerting the machine owners

Filter packets from clients that do not solve puzzlesThis differentiates legitimate users from attackers

Page 10: Game-based Analysis of Denial-of-Service Prevention Protocolsshmat/courses/cs395t_fall04/mahimkar_dos.pdfDefense Mechanisms (1) Victim-end Most existing intrusion detection systems

Client Puzzle Protocols (1)

Puzzle Auctions ProtocolBefore initiating session, client solves a puzzle of some difficulty level and sends request along with puzzle solution to the serverDepending upon the server utilization and the puzzle difficulty level

The server sends an accept and continues with the session communication or,It sends a reject and asks client to increase the puzzle difficulty level

If client can solve puzzle with higher difficulty level, it gets serviceLegitimate clients can solve puzzles of high difficulty, whereasattackers have an upper bound

Thus attacker cannot prevent legitimate users from accessing service

Page 11: Game-based Analysis of Denial-of-Service Prevention Protocolsshmat/courses/cs395t_fall04/mahimkar_dos.pdfDefense Mechanisms (1) Victim-end Most existing intrusion detection systems

Client Puzzle Protocols (2)

Challenge-Response Type Client Puzzle ProtocolWhen server receives request from client, depending upon the current utilization it asks the client to solve a puzzle of some difficulty levelServer allocates resources only if it receives solution from the clientServer does not maintain information about the puzzles

Avoids denial-of-service attacks on the puzzle generation

Page 12: Game-based Analysis of Denial-of-Service Prevention Protocolsshmat/courses/cs395t_fall04/mahimkar_dos.pdfDefense Mechanisms (1) Victim-end Most existing intrusion detection systems

Basic Client Puzzle ProtocolServerClient

SYN, Nc

P, Ns, h’ = hashKs (Ns, Nc, F, X)

Nc, X, h’

SYN-ACK

ACK

Request Service

Generate puzzle

(F is the flow ID and Xis solution to puzzle)

Solve puzzle

Verify solution using X and hash

Page 13: Game-based Analysis of Denial-of-Service Prevention Protocolsshmat/courses/cs395t_fall04/mahimkar_dos.pdfDefense Mechanisms (1) Victim-end Most existing intrusion detection systems

Distributed Approach (1)

The two protocols solve Resource-exhaustion DDoS attacksCannot prevent the attacker from flooding the link to the server, thereby exhibiting Bandwidth-consumption attacks

I propose a new approach that shifts puzzle distribution and verification from server to intermediate routers or monitoring nodes

Intermediate routers collaborate and determine the total traffic to a certain destinationThey adapt the difficulty level depending on traffic informationPackets from clients that fail to solve puzzles of appropriate difficulty levels are filtered in the intermediate network

Page 14: Game-based Analysis of Denial-of-Service Prevention Protocolsshmat/courses/cs395t_fall04/mahimkar_dos.pdfDefense Mechanisms (1) Victim-end Most existing intrusion detection systems

Distributed Approach (2)

t ij is the traffic on a link from client i to router j

Page 15: Game-based Analysis of Denial-of-Service Prevention Protocolsshmat/courses/cs395t_fall04/mahimkar_dos.pdfDefense Mechanisms (1) Victim-end Most existing intrusion detection systems

Analysis of the Protocols (1)

Protocol PropertiesLiveness

If a server has enough resources to handle connection requests, then it should allocate resources to clients (genuine or legitimate) that solve puzzles of any difficulty level

AvailabilityA set of attackers should not be able to prevent legitimate users from accessing the service

Client AuthenticationServer allocates resources after authenticating the clients by verifying the solution to the puzzle

AdaptabilityPuzzle difficulty level should be in proportion to the traffic levels going to a server

Page 16: Game-based Analysis of Denial-of-Service Prevention Protocolsshmat/courses/cs395t_fall04/mahimkar_dos.pdfDefense Mechanisms (1) Victim-end Most existing intrusion detection systems

Analysis of the Protocols (2)

Game-based verification using MOCHASituation between the attacker and the server modeled as a two-player strategic gameServer’s strategy is characterized by the complexity of the puzzle that it generatesAttacker’s strategy is characterized by the amount of effort he invests in solving the received puzzles

Page 17: Game-based Analysis of Denial-of-Service Prevention Protocolsshmat/courses/cs395t_fall04/mahimkar_dos.pdfDefense Mechanisms (1) Victim-end Most existing intrusion detection systems

Liveness in ATL⟨⟨ Σ ⟩⟩ � ((¬full) → ((requestC → allocatedC) ∧

(requestA → allocatedA))

It is always true in all states that

If the server has not committed all of its resources

Request from client C implies that it would be allocated server resources

Request from attacker A implies that it would be allocated server resources

Page 18: Game-based Analysis of Denial-of-Service Prevention Protocolsshmat/courses/cs395t_fall04/mahimkar_dos.pdfDefense Mechanisms (1) Victim-end Most existing intrusion detection systems

Availability in ATL⟨⟨ C1, C2 ⟩⟩ ((requestC1 → allocatedC1) ∧

(requestC2 → allocatedC2))

Clients C1 and C2 have a strategy to eventually reach a state in which

If authentic Client C1 requests service, the server does allocate its resources to C1

If authentic Client C2 requests service, the server does not allocate its resources to C2

Page 19: Game-based Analysis of Denial-of-Service Prevention Protocolsshmat/courses/cs395t_fall04/mahimkar_dos.pdfDefense Mechanisms (1) Victim-end Most existing intrusion detection systems

Client Authentication in ATL⟨⟨ Σ ⟩⟩ � ((allocatedC → XC) ∧

(allocatedA → XA ))

It is always true in all states that

If a client is allocated server resources, then it must have solved the puzzle

If an attacker is allocated server resources, then it must have solved the puzzle

Page 20: Game-based Analysis of Denial-of-Service Prevention Protocolsshmat/courses/cs395t_fall04/mahimkar_dos.pdfDefense Mechanisms (1) Victim-end Most existing intrusion detection systems

Adaptability in ATL⟨⟨ Σ ⟩⟩ (difficulty_levelC = pkts1[0] + pkts2[0])

There exists a state in which

Difficulty level of the puzzle to be solved by a requesting entity C is equal to sum of the packets transmitted from C to the intermediate routers (in this case 1 and 2)

Page 21: Game-based Analysis of Denial-of-Service Prevention Protocolsshmat/courses/cs395t_fall04/mahimkar_dos.pdfDefense Mechanisms (1) Victim-end Most existing intrusion detection systems

Conclusions and Future Work

Verified properties of DDoS prevention protocols using game-based tool, MOCHA

Liveness, Availability, Client Authentication, Adaptability

The Distributed approach solves Bandwidth Consumption attacksAdaptation in the puzzle difficulty level using router collaboration and the traffic flow information

Distributed approach needs to be made more generic to incorporate several flow definitions

System design and building for Distributed Prevention of DDoS inthe network